Slot Machine

ABSTRACT

A slot machine is provided, which includes a display, a memory, and a controller. The display displays an image of a game. The memory stores symbol data on attributes indicating a plurality of types of symbols. The controller is configured with a process including: starting the game, and randomly selecting data to be displayed from the symbol data; controlling the selected data to be displayed in a plurality of cells of the display arranged in matrix; recognizing cells adjacent to one another that have a same attribute as an adjoining group; and providing a predetermined award to a player in accordance with the attribute and a number of the cells belonging to the adjoining group.

This application is based on and claims the benefit of priority from Japanese Patent Application No. 2006-221640, filed on 15 Aug. 2006, the content of which is incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a slot machine and a method for advancing a game of the slot machine.

2. Related Art

In general, slot machines that award gaming media according to a displayed symbol combination employ linear wining lines (pay lines), which determine the payout of the gaming media. However, various other types of slot machines are being developed in addition to such slot machines that employ the linear wining lines. Examples of such various types of slot machines include: a slot machine that employs wining lines having various shapes; and a slot machine having no defined wining line. For example, slot machines which employ wining lines having various shapes in addition to linear wining lines are disclosed in Patent Document 1 and Patent Document 2. For example, slot machines which determine an award for each wining line (pay line), or such slot machines having a function by which a player wins an award if a predetermined number of symbols have stopped in cells that form part of a matrix displayed on a display unit. However, such slot machines display the symbols in substantially the same display format as with conventional slot machines, which employ linear wining lines.

-   Patent Document 1: U.S. Pat. No. 6,093,102 -   Patent Document 2: U.S. Pat. No. 6,960,133

SUMMARY OF THE INVENTION

Accordingly, the present invention provides a new and novel slot machine which provides not only wining lines (pay lines) in various shapes different from linear ones, but also a display format allowing a player to better identify such pay lines.

According to the present invention, a slot machine is provided that includes a display, a memory, and a controller. The display displays an image of a game. The memory stores symbol data on attributes indicating a plurality of types of symbols. The controller is configured with a process including: starting the game, and randomly selecting data to be displayed from the symbol data; controlling the selected data to be displayed in a plurality of cells of the display arranged in matrix; recognizing cells adjacent to one another that have a same attribute as an adjoining group; and providing a predetermined award to a player in accordance with the attribute and a number of the cells belonging to the adjoining group.

As described above, the controller starts the game, and controls the selected data to be displayed in the plurality of cells of the display arranged in matrix. When the controller recognizes the adjoining group, it provides the predetermined award to the player in accordance with the attribute and the number of the cells belonging to the adjoining group.

With such an arrangement, if an adjoining group has been formed, the slot machine awards a predetermined award to the player. Thus, the present invention can offer a slot machine which provides a novel wining line (pay line) in a shape distinguished from conventional linear wining lines (pay lines). Furthermore, the controller calculates the award in accordance with the attribute and the number of cells belonging to the adjoining group. Accordingly, the slot machine provides not only a conventional wining line based on the same symbol, but also another type of wining line based on the same attribute. Thus, the present invention can offer a new and novel slot machine that provides an enhanced sense of expectation as compared to conventional slot machines. Such an arrangement can increase the enjoyment factor of the player in the game.

In addition, the controller according to the present invention may set an active pay area in the display. With such an arrangement, the controller provides the predetermined award to the player when the adjoining group lies within the active pay area.

As described above, the slot machine can provide a display format in the active pay area that provides a novel sense of expectation.

Furthermore, when the controller recognizes a plurality of adjoining groups, the controller may calculate an award for each adjoining group, and may provide the resulting sum to the player.

Such an arrangement can further increase the enjoyment factor of the player in the game.

Moreover, when a single adjoining group fills the active pay area, the controller provides an extra award to the player.

With such an arrangement, if the single adjoining group fills the active pay area, i.e., when symbol data that have the same attribute fill the entire active pay area, the slot machine awards the extra award. Such an arrangement can offer a new and novel sense of expectation to the player.

The present invention offers a new and novel slot machine that provides wining lines (pay lines) and a display format differing from the conventional one. The slot machine can allow the player to better identify such pay lines.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view showing an external configuration of a slot machine according to an embodiment of the present invention;

FIG. 2 is a block diagram showing an electrical configuration of a controller of the slot machine;

FIG. 3 is a block diagram showing an electrical configuration of a display control device of the slot machine;

FIG. 4 is a diagram showing a symbol data table;

FIG. 5 is a diagram illustrating an example of symbol data displayed on a display;

FIG. 6 is a diagram illustrating an example of variation of symbol data on the display;

FIG. 7 is a diagram illustrating an example of symbol data displayed on the display (a single adjoining group fills an active pay area);

FIG. 8 is a flowchart illustrating a flow (main routine) of the slot machine;

FIG. 9 is a flowchart illustrating a flow (adjoining group processing) of the slot machine;

FIG. 10 is a flowchart illustrating a flow (symbol data downward-moving processing) of the slot machine; and

FIG. 11 is a diagram showing a configuration of a transparent liquid crystal panel of the slot machine.

DETAILED DESCRIPTION OF THE INVENTION

A description is provided below regarding an embodiment according to the present invention.

A description is provided regarding the outline of an example of a slot machine according to an embodiment of the present invention with reference to FIGS. 1, 4, 5, and 6.

A slot machine 10 (FIG. 1) arranges symbol data 304 on a screen 301 of a display 30. When the symbol data 304 form any adjoining group in an active pay area 302, the slot machine 10 provides a predetermined award to a player. The symbol data represents a symbol, such as a “star” symbol, as shown in the symbol data table (FIG. 4). FIG. 5 shows an example of the arranged symbol data 304 forming adjoining groups on the screen 301. The screen 301 includes cells 303 arranged in a matrix of 5 rows by 5 columns. The active pay area 302 is depicted in the screen 301 as a 3×5 matrix indicated by a bold frame. In addition, the adjoining groups are indicated by broken frames 305 and 306.

Upon starting a game, the slot machine 10 varies a display of each cell 303, and stops the display, arranging symbol data 304 for each cell 303. When the adjoining groups 305 and 306 are formed within the active pay area 302, the slot machine 10 gives an award to the player. The slot machine 10 calculates the award in accordance with a base award for the symbol data defined in the symbol data table (FIG. 4) and the number of the cells forming each adjoining group. When there are multiple adjoining groups, the slot machine 10 calculates an award for each adjoining group. Then, the slot machine 10 makes a summation of awards. When a single adjoining group fills the active pay area 302, i.e., the active pay area 302 is filled with the symbol data having the same attribute, the slot machine 10 gives an extra award to the player. Subsequently, the slot machine 10 clears the symbol data displayed in the cells in which the adjoining groups have been formed (see (e) of FIG. 6). Then, the slot machine 10 rearranges new symbol data in the cleared cells (see (g) of FIG. 6). If there is any new adjoining group in such cells (see (h) of FIG. 6), the slot machine 10 calculates another award as described above, and adds the award to the previous award. On the other hand, when there is no adjoining group in the active pay area (see (k) of FIG. 6), the controller performs payout to the player, and ends the game.

a. Attribute of Symbol Data

An attribute of symbol data here is meant to represent a group to which the symbol data correlated with a symbol belongs. Specifically, the attribute of each symbol data is defined by an attribute shown in the symbol data table (FIG. 4) described later. For example, when the symbol is a “star” symbol, the symbol data of a “star” pattern and another symbol data of a different pattern can be registered in the symbol data table with the same attribute (e.g., A). In this case, these symbol patterns have the same attribute. That is to say, with regard to the attribute of a symbol, the same attribute can be assigned to another symbol, regardless of whether or not the same pattern is assigned to the symbols. For example, symbol data formed of a single “star” symbol belongs to the same group to which another symbol data formed of four “star” symbols belongs. In addition, such an arrangement allows the “H” character, the “I” character, and the “T” character to belong to the same group.

b. Cells

A cell is a basic unit to display, and cells are provided on the screen of the display arranged in matrix. For example, the screen is partitioned in a matrix of 5 rows by 5 columns. A single symbol data is displayed in each of the cells.

c. Adjoining Group

A cell that lies immediately adjacent to another cell on one of the upper side, the lower side, the left side and the right side is referred to as an “adjacent cell”. When symbol data having the same attribute is arranged in adjacent cells, the symbol data is referred to as an “adjacent symbol data”. Furthermore, when the adjacent symbol data lies adjacent to another symbol data of the same attribute, such an arrangement is referred to a formation of adjoining group. That is to say, an adjoining group can be established by three or more adjacent symbol data of the same attribute.

d. External Configuration of Slot Machine 10

A description is provided regarding the external configuration of the slot machine 10 according to the embodiment of the present invention with reference to FIG. 1. The slot machine 10 includes a cabinet 12 and a main door 42.

The cabinet 12 has a structure in which the face facing the player is open, and is installed at a predetermined location in a casino, for example. The cabinet 12 includes various kinds of components. Such components include: a controller 100 (see FIG. 2) for electrically controlling the slot machine 10; a hopper 44 (see FIG. 2) for controlling the insertion of coins (gaming media), and for retaining and paying out the coins (gaming media).

The cabinet 12 includes a liquid crystal display 30 in the substantially central portion thereof. The liquid crystal display 30 displays various kinds of images with respect to a game. With such an arrangement, the player advances the game while visually recognizing such various kinds of images displayed on the liquid crystal display 30.

The slot machine 10 includes a substantially horizontal operation unit 21 below the liquid crystal display 30. Furthermore, a coin insertion opening 22, which allows the player to insert coins into the slot machine 10, is provided on the right side of the operation unit 21. On the other hand, the components provided to the left side of the operation unit 21 include: a BET switch 23 that allows the player to select the number of coins, which serve as a gaming medium, to bet on the symbol data described later; and a spin repeat bet switch 24 that allows the player to play another game without changing the number of coins bet on the symbol data in the previous game. Such an arrangement allows the player to set the number of coins bet on the symbol data by performing a pushing operation on either the BET switch 23 or the spin repeat bet switch 24.

In the operation unit 21, a start switch 25 is provided on the left side of the BET switch 23, which receives a game start instruction, and allows the player to input a game start instruction for each game. A pushing operation on one of the start switch 25 and the spin repeat bet switch 24 triggers the start of a game.

On the other hand, a payout switch 26 is provided near the coin insertion opening 22 on the operation unit 21. Upon the player pushing the payout switch 26, the slot machine 10 pays out coins from a coin payout opening 27 provided at a lower portion of the front face of the main door 42. The coins thus paid out are retained in a coin tray 28. Furthermore, sound output openings 29 are provided on both the left and right sides of the coin payout opening 27 above the coin tray 28, which allow the sound effects generated by a speaker 41 (see FIG. 2) disposed within the cabinet 20 to propagate outside the cabinet 20.

e. Electric Configuration of Slot Machine 10

As shown in FIG. 2, the controller 100 is a microcomputer, and includes an interface circuit group 102, an input/output bus 104, CPU 106, ROM 108, RAM 110, a communication interface circuit 111, a random number generator 112, a speaker driving circuit 122, a hopper driving circuit 124, a display unit driving circuit 128, and a display control device 200.

The interface circuit group 102 is connected to the input/output bus 104. The input/output bus 104 performs input/output of data signals or address signals to/from CPU 106.

Furthermore, the start switch 25 is connected to the interface circuit group 102. The start signal output from the start switch 25 is converted into a predetermined signal by the interface circuit group 102, and the converted start signal is supplied to the input/output bus 104.

Moreover, the BET switch 23, the spin repeat bet switch 24, and the payout switch 26 are connected to the interface circuit group 102. Each of the switching signals output from these switches 23, 24, and 26 is also supplied to the interface circuit group 102, and is converted into a predetermined signal by the interface circuit group 102. The converted switching signals are supplied to the input/output bus 104.

In addition, a coin sensor 43 is also connected to the interface circuit group 102. The coin sensor 43 is a sensor for detecting the coins inserted into the coin insertion opening 22. The coin sensor 43 is provided in combination with the coin insertion opening 22. The sensing signal output from the coin sensor 43 is also supplied to the interface circuit group 102, and is converted into a predetermined signal by the interface circuit group 102. The converted sensing signal is supplied to the input/output bus 104.

Furthermore, ROM 108 and RAM 110 are connected to the input/output bus 104.

Upon reception of the game start instruction input via the start switch 25, CPU 106 executes a game.

ROM 108 stores: a control program for central control of the slot machine 10; a program (hereinafter referred to as the “routine execution program”) for executing routines shown in FIGS. 8 to 10; initial data for executing the control program; and various data tables that are employed in the lottery processing. Examples of such data tables include the symbol data table shown in FIG. 4, etc.

RAM 110 temporarily stores flags, variables, etc., used for the abovementioned control program.

Furthermore, a communication interface circuit 111 is connected to the input/output bus 104. The communication interface circuit 111 is a circuit for communicating with a server, etc., via various kinds of communication networks including a public telephone line network and LAN.

Moreover, the random number generator 112 for generating a random number is connected to the input/output bus 104. The random number generator 112 generates a random number in a predetermined range, e.g., a range between 0 and 65535 (2¹⁶-1). Alternatively, CPU 106 may generate a random number by computation.

In addition, the speaker driving circuit 122 for driving the speaker 41 is connected to the input/output bus 104. CPU 106 reads out the sound data stored in ROM 108, and transmits the sound data to the speaker driving circuit 122 via the input/output bus 104, thereby providing predetermined sound effects generated by the speaker 41.

Furthermore, the hopper driving circuit 124 for driving the hopper 44 is connected to the input/output bus 104. Upon reception of a payout signal input from the payout switch 26, CPU 106 transmits a driving signal to the hopper driving circuit 124 via the input/output bus 104. The hopper 44 pays out an amount of coins corresponding to the current remaining credit, as stored in a predetermined memory area of RAM 110.

The display unit driving circuit 128 for driving the payout amount display unit, etc. is connected to the input/output bus 104. A payout amount display unit 18, a credit amount display unit 19, and a BET amount display unit 20 are connected to the display unit driving circuit 128. The payout amount display unit 18 displays the amount of coins which is to be paid out according to a formed adjoining group. The credit amount display unit 19 displays the credit amount stored in the slot machine 10 in the form of coins. The BET amount display unit 20 displays the bet amount, which is the number of coins bet on the symbol data. Each of the various kinds of display units 18 to 20 includes a 7-segment indicator. Alternatively, the various kinds of display units 18 to 20 may be provided in the form of an image displayed on the liquid crystal display 30.

The display control device 200 is connected to the input/output bus 104. CPU 106 creates an image display instruction corresponding to proceedings and results of the game, and outputs the image display instruction to the display control device 200 via the input/output bus 104. Upon reception of the image display instruction input from CPU 106, the display control device 200 creates a driving signal for driving the liquid crystal display 30 according to the image display instruction, and outputs the created driving signal to the liquid crystal display 30. This results in a predetermined image displayed on the liquid crystal display 30.

f. Electrical Configuration of Display Control Device 200

A description is provided regarding an electrical configuration of the display control device 200 with reference to FIG. 3. The display control device 200 is a sub-microcomputer for performing image display processing. The display control device 200 includes an interface circuit 202, an input/output bus 204, CPU 206, ROM 208, RAM 210, VDP 212, a video RAM 214, image data ROM 216, and a driving circuit 218.

The interface circuit 202 is connected to the input/output bus 204. The image display instruction output from CPU 106 of the controller 100 is supplied to the input/output bus 204 via the interface circuit 202. The input/output bus 204 performs input/output of data signals or address signals to/from CPU 206.

Furthermore, ROM 208 and RAM 210 are connected to the input/output bus 204. ROM 208 stores a display control program for generating a driving signal, which is to be supplied to the liquid crystal display 30, according to an image display instruction received from CPU 106 of the controller 100. On the other hand, RAM 210 stores flags and variables used in the abovementioned display control program.

Moreover, VDP 212 is connected to the input/output bus 204. VDP 212 includes a so-called sprite circuit, a screen circuit, a palette circuit, etc., and can perform various kinds of processing for displaying images on the liquid crystal display 30. The components connected to VDP 212 include: the video RAM 214 for storing image data according to the image display instruction; and the image data ROM 216 for storing various kinds of image data, etc. In addition, the driving circuit 218 for outputting a driving signal for driving the liquid crystal display 30 is connected to VDP 212.

CPU 206 reads out and executes the display control program stored in ROM 208. This allows CPU 206 to instruct the video RAM 214 to store the image data, which is to be displayed on the liquid crystal display 30 via VDP 212, according to the image display instruction received from CPU 106 of the controller 100. The image display instruction includes various kinds of instructions including an instruction for displaying an image that provides the abovementioned visual effects, etc.

The image data ROM 216 stores various kinds of image data.

As can be clearly understood from the above description, it can be said that, according to the present embodiment, the controller 100 executes various kinds of processing described in the appended claims, including: ROM 108, which stores the abovementioned routine execution program; CPU 106, which performs various kinds of control operations according to the program stored in ROM 108; RAM 110, which serves as a work area for CPU 106; and the display control device 200, which controls the driving of the liquid crystal display 30.

g. Symbol Data Table

FIG. 4 shows a table defining the relation between the symbol data, the award, and the attribute.

The term “symbol data”, as used here, represents the symbol data that is to be arranged in each cell on the screen. The term “base award” represents the award that is to be paid out according to formation of an adjoining group. For example, when three symbol data form an adjoining group, the award is equal to a base award×3. The term “single adjoining group award” represents an extra award that is added when a single adjoining group fills the active pay area. This indicates that the active pay area is filled with symbol data of the same attribute. For example, when a single adjoining group formed of “star” symbols fills the active pay area partitioned into 15 (3×5) cells, the award results in: 100×15+1000=2500. The term “occurrence probability” represents the probability that the symbol data will be arranged in a cell. The term “attribute” represents a specific value indicating the attribute of symbol data.

h. Example of Display

As shown in FIG. 5, the screen 301 of the display 30 is composed of cells 303 provided in the form of a matrix. According to the present embodiment, the screen 301 is composed of cells provided in the form of a 5×5 matrix. The controller arranges and displays a symbol data 304 in each cell 303. Here, a number is assigned to each cell 303 for convenience of description. Specifically, the cell that is positioned in the first row and the first column, and which displays a “star” symbol data in this example, is represented by “cell 11”. Furthermore, the cell that is positioned in the same row and the last column, and which displays a “sun” symbol data, is represented by “cell 15”. In the same way, the cell that is positioned in the fifth row and the first column, and which displays a “heart” symbol data, is represented by “cell 51”. In addition, the final cell, which displays a star” symbol data, is represented by “cell 55”. With the present embodiment, the active pay area 302 is surrounded by the bold frame, including the cells 21 to cell 45 (hereafter, the position of each cell is represented in the same way, by such a cell number).

The cells 21 and 31 are adjacent to each other vertically, and have the same symbol data 304, i.e., the “face” symbol data, which has been arranged in these cells. Thus, the cells 21 and 31 have the same attribute, i.e., the attribute “C”, as shown in the symbol data table (FIG. 4). In addition, the cells 31 and 32 are adjacent to each other horizontally, and have the same symbol data 304, which has been arranged in these cells. Accordingly, an adjoining group 305 is formed, which is composed of the “face” symbol data arranged in the cells 21, 31, and 32. Furthermore, an adjoining group 306 is formed, which is composed of the “ribbon” symbol data arranged in the cells 33, 34, 24, 44, and 45.

In this example, the award for the adjoining group 305 formed of the three “face” symbol data is equal to 200×3=600, with reference to the symbol data table. In the same way, the award for the adjoining group 306 formed of the “ribbon” symbol data is equal to 400×5=2000. Accordingly, the total award results in: 600+2000=2600.

Here, each cell may include a virtual reel having multiple symbol data arranged on the face thereof. With such an arrangement, the stop position is selected by lottery for each reel such that the symbol data corresponding to the stop position is displayed.

i. Screen Transition

FIGS. 6 illustrates screens (a) to (l) from the start of a game to the end of the game. A description is provided for each screen.

A screen (a) is an example of display immediately before the start of a game. In this screen, a symbol data is displayed in each of the cells of the screen.

A screen (b) is an example of display immediately after the start of the game, in which the symbol data is being rearranged. In this screen, symbol data is dynamically displayed for each of the cells 11 to 55, sequentially or simultaneously, so as to notify the rearrangement. Subsequently, each of the cells 11 to 55 is statically displayed, sequentially or simultaneously.

A screen (c) is an example of display when the symbol data has been rearranged. The symbol data is statically displayed in each cell.

A screen (d) is an example of display in which cells forming an adjoining group is surrounded by a broken frame. In this example, two adjoining groups are formed in the active pay area including the cells 21 to 45. One is the adjoining group formed of three “face” symbol data in the cells 21, 31, and 32. The other one is the adjoining group formed of 5 “ribbon” symbol data in the cells 33, 34, 24, 44, and 45.

A screen (e) is an example of display in which the symbol data formed adjoining groups have been cleared. Blank data is displayed in the cells 21, 31, 32, 33, 34, 24, 44, and 45, where the adjoining groups have been formed, as described above. In this way, the symbol data is cleared in these cells.

A screen (f) is an example of display for an intermediate step in a process, in which upper symbol data in the same column in each cleared cell is lowered so as to be rearranged. In this example, the “star” symbol data in the cell 11 is moved downward to the cell 21, while new symbol data, the “face” symbol data, is rearranged in the cell 11. The “sun” symbol data in the cell 22 and the “heart” symbol data in the cell 12 are sequentially moved downward to the cells 32 and 22, respectively, while new symbol data, the “heart” symbol data, is rearranged in the cell 12. In the same way, the symbol data in the cells 13 and 23 are sequentially moved downward to the cells 23 and 33, respectively. Furthermore, the symbol data in the cell 14 is moved downward to the cell 24. Moreover, the symbol data in the cells 15, 25, and 35 are sequentially moved downward to the cells 25, 35, and 45, respectively.

A screen (g) is an example of display for a process, in which symbol data is further moved downward to a vacant cell.

A screen (h) is an example of display in which an adjoining group formed after the rearrangement is indicated by a surrounding broken frame. In this example, the active pay area (including the cells 21 to 45) has an adjoining group formed of four “moon” symbol data rearranged in the cells 33, 34, 44, and 45.

A screen (i) is an example of display in which the symbol data formed adjoining groups have been cleared. Blank data is displayed in the cells 33, 34, 44, and 45, where the adjoining groups have been formed, as described above. In this way, the symbol data is cleared in these cells.

A screen (j) is an example of display for an intermediate step in a process, in which upper symbol data in the same column in each cleared cell is lowered so as to be rearranged. In this example, the cells 13 and 23 are sequentially moved downward to the cells 23 and 33, respectively. Similarly, the cells 14 and 24 are sequentially moved downward to the cells 24 and 34, respectively. The cells 15, 25, and 35 are sequentially moved downward to the cells 25, 35, and 45, respectively.

A screen (k) is an example of display for a process in which symbol data is further moved downward to a vacant cell. In this example, the symbol data in the cells 14, 24, and 34 have been sequentially moved downward to the cells 24, 34, and 44.

A screen (l) is an example of display in which the game is terminated since no adjoining groups are formed after the rearrangement.

j. Single Adjoining Group

FIG. 7 illustrates an example of display in which the “star” symbol data is rearranged in all of the cells within the active pay area 302, which indicates that a single adjoining group fills the entire active pay area 302.

In this case, the award is calculated giving consideration to the following two factors: there is an adjoining group formed of 15 “star” symbols and the symbol data having the same attribute fills the entire active pay area. The award results in: 100×15+1000=2500, with reference to the symbol data table according to the present embodiment.

k. Flowchart

FIGS. 8, 9, and 10 show routines executed by the controller 100 for controlling the slot machine 10. A main program for the slot machine 10 is executed beforehand, and calls a series of routines shown in FIG. 8 at a predetermined timing, thereby executing the routines.

Furthermore, it is understood that the slot machine 10 is started up beforehand, and the variables used in CPU 106 of the controller 100 have been initialized to predetermined values such that the slot machine 10 is in a normal operation.

Examples of such variables include: a rearrangement table that stores the symbol data arranged in the cells; an adjoining group list that represents the state of adjoining groups; and an award variable that stores the summation of calculated awards.

A description is provided regarding the flow of the processing in the game.

First, CPU 106 of the controller 100 determines whether or not any credits remain, which correspond to the remaining of the amount of coins inserted by the player (step S1). Specifically, CPU 106 reads out the credit amount C stored in RAM 110, and performs the processing based upon the credit amount C. When the credit amount C is “0” (“NO” in step S1), CPU 106 does not permit the start of a game. Accordingly, CPU 106 ends the routine without any processing. On the other hand, when the credit amount C is “1” or more (“YES” in step S1), CPU 106 determines that there is remaining credit, and advances the process to step S2.

In the following step S2, CPU 106 determines whether or not a pushing operation has been performed on the spin repeat bet switch 24. When the spin repeat bet switch 24 has been pushed, and an operation signal from the spin repeat switch 24 enters CPU 106 (“YES” in step S2), CPU 106 advances the process to step S13. On the other hand, when CPU 106 receives no operation signal from the spin repeat switch 24 during a predetermined period of time (“NO” in step S2), CPU 106 determines that the spin repeat bet switch 24 has not been pushed, and advances the process to step S3.

In the following step S3, CPU 106 sets the game condition. Specifically, CPU 106 determines the number of coins bet on the symbol data in the current game according to the player's operation via the BET switch 23. In this stage, CPU 106 receives an operation signal generated according to the player's operation performed via the BET switch 23. CPU 106 determines a bet amount bet on the activated symbol data based upon the number of times the operation signal is received, and stores the bet amount in a predetermined memory area of RAM 110. CPU 106 reads out the credit amount C, which has been written to a predetermined memory area in RAM 110. Then, CPU 106 subtracts the total bet amount, which is the sum of the abovementioned bet amounts, from the credit amount C thus read out, and stores the resulting value in a predetermined memory area of RAM 110. Subsequently, CPU 106 advances the process to step S4.

In the following step S4, CPU 106 stands by until the start switch 25 is manipulated, by monitoring whether or not the start switch 25 is in an ON state. Upon the player operating the start switch 25, and accordingly, upon reception of an operation signal from the start switch 25 (“YES” in step S4), CPU 106 determines that the start switch 25 has been operated, and advances the process to step S5.

On the other hand, when the process has been advanced to step S13, CPU 106 determines whether or not the credit amount C is equal to or greater than the total bet amount bet on the previous game. In other words, CPU 106 determines whether or not the player can start a game by pushing the spin repeat bet switch 24. Specifically, when the spin repeat bet switch 24 has been pushed, and the operation signal has entered CPU 106 from the spin repeat bet switch 24, CPU 106 reads out the credit amount C and the bet amount bet on each symbol data in the previous game, which are stored in RAM 110. Then, CPU 106 determines whether or not the credit amount C is equal to or greater than the total bet amount bet in the previous game based upon the relation between the credit amount C and the bet amounts thus read out. CPU 106 performs processing based upon the determination results. When CPU 106 determines that the credit amount C is less than the total bet amount bet on the previous game (“NO” in step S13), CPU 106 cannot start the game, and ends this routine without performing any processing. On the other hand, when CPU determines that the credit amount C is equal to or greater than the total bet amount bet in the previous game (“YES” in step S13), CPU 106 subtracts the total bet amount bet in the previous game from the credit amount C, and stores the resulting value in a predetermined area of RAM 110. Subsequently, CPU 106 advances the process to step S5.

In the following step S5, CPU 106 performs symbol data lottery processing for determining the symbol data by electronic lottery, which is performed within the slot machine 10. A detailed description is provided below regarding the symbol data lottery processing.

In the abovementioned symbol data lottery processing, first, CPU 106 determines the symbol data to be rearranged in the abovementioned active pay area. Specifically, CPU 106 sends an instruction for generating a random number to the random number generator 112, thereby extracting a random number in a predetermined range (in a range of “0” to “65535”, in the present embodiment) generated by the random number generator 112. CPU 106 stores the extracted random number in a predetermined memory area of RAM 110. A description is provided in the present embodiment regarding an arrangement in which the random number is generated by the random number generator 112, which is a separate component from CPU 106. Alternatively, CPU 106 may generate random numbers by computation instead of the random number generator 112. CPU 106 reads out an occurrence probability of symbol data (see FIG. 4) stored in ROM 108, and stores the occurrence probability of symbol data in a predetermined memory area of RAM 110. Then, CPU 106 reads out the symbol data occurrence probability stored in RAM 110, and determines the symbol data to be rearranged with the random number stored in RAM 110 as a parameter, referring to the occurrence probability. After CPU 106 has determined the symbol data as described above, CPU 106 stores the symbol data in a predetermined memory area of RAM 110. CPU 106 determines the symbol data for each cell, and stores the determination results in RAM 110 in the form of a symbol data rearrangement table.

In the following step S6, CPU 106 dynamically displays an image for each cell. Specifically, CPU 106 instructs CPU 206 to display symbol data in each cell such that the symbol data displayed in the cells sequentially or simultaneously changes. CPU 206 displays an image on the liquid crystal display 30 via VDP 212 according to an image display instruction.

After an image has been dynamically displayed in each cell, CPU 106 waits for a predetermined period of time to elapse (step S7). After the predetermined period of time has elapsed (“YES” in step S7), CPU 106 automatically stops the variation of image displayed in each cell (step S8). Specifically, CPU 106 sequentially or simultaneously stops variation of the symbol data thus determined in the abovementioned step S5, based upon the symbol data stored in RAM 110. Subsequently, CPU 106 advances the process to step S9.

In the following step S9, CPU 106 determines whether or not there is any adjoining group. Specifically, CPU 106 calls an adjoining group processing routine, and advances the process to step S100.

In the following step S100, CPU 106 performs initialization processing before checking adjoining groups. Specifically, CPU 106 prepares an adjoining symbol sequence list for storing the position and the attribute for each cell, and clears the values. Furthermore, in the initialization processing, CPU 106 sets a cell pointer to the start position of the active pay area, e.g., the cell 21. Subsequently, CPU 106 advances the process to step S101.

In the following step S101, CPU 106 checks the attribute and the adjoining symbol sequence information with respect to the cell indicated by the cell pointer. Then, CPU 106 stores the cell position information and the attribute information with respect to the symbol data displayed in the indicated cell, thereby forming an adjoining symbol sequence list. Specifically, CPU 106 determines whether or not the attribute of the symbol data in the cell indicated by the cell pointer matches that in the left adjacent cell or the upper adjacent cell. CPU 106 subtracts 1 from the column number of the cell, on which the cell pointer lies. If the resulting number lies outside the active pay area, CPU 106 determines that there is no adjacent left cell. On the other hand, if the resulting number lies within the active pay area, CPU 106 acquires the attribute of the symbol data in the adjacent cell. Then, CPU 106 searches the adjoining symbol sequence list using the cell position and the attribute information thus acquired. When there is corresponding information in the list, CPU 106 registers the cell position with the list as an addition, and advances the process to the following step S102. When there is no symbol data having the same attribute in the left adjacent cell, CPU 106 subtracts 1 from the row number of the cell, on which the cell pointer lies. If the resulting number lies outside the active pay area, CPU 106 determines that there is no adjacent upper cell. On the other hand, if the resulting number lies within the active pay area, CPU 106 acquires the attribute of the symbol data in the adjacent cell. Then, CPU 106 searches the adjoining symbol sequence list using the cell position and the attribute information thus acquired. When there is corresponding information in the list, CPU 106 registers the cell position with the list as an addition, and advances the process to the following step S102. If there is no symbol data having the same attribute in the left adjacent cell or in the upper adjacent cell, CPU 106 registers the cell position and the attribute of the symbol data with the adjoining symbol sequence list as a new element. Subsequently, CPU 106 advances the process to step S102.

In the following step S102, CPU 106 determines whether or not all the cells within the active pay area have been checked. Specifically, CPU 106 increases the column number of the cell pointer by 1, and checks whether or not a cell indicated by the cell pointer is within the active pay area. If the cell indicated by the cell pointer lies within the active pay area, CPU 106 advances the process to step S101. On the other hand, if the cell indicated by the cell pointer does not lie within the active pay area, CPU 106 increases the row number of the cell pointer by 1 while setting the column number as 1, and checks whether or not the cell indicated by the cell pointer lies within the active pay area. If the cell indicated by the cell pointer lies within the active pay area, CPU 106 advances the process to step S101. If the cell indicated by the cell pointer does not lie within the active pay area, CPU 106 determines that all of the cells within the active pay area have been checked. In this case, CPU 106 advances the process to step S103.

In the following step S103, CPU 106 acquires the adjoining symbol sequence information from the adjoining symbol sequence list. Specifically, CPU 106 counts the number of the symbol data forming each adjoining group and the attribute thereof based upon the adjoining symbol sequence list prepared in step S101, and calculates the award. When there are multiple adjoining groups, CPU 106 calculates an award for each adjoining group and a summation thereof. When a single adjoining group fills the active pay area, i.e., when symbol data having the same attribute fill the entire active pay area, CPU 106 calculates an extra award. Subsequently, CPU 106 returns the award as a return value of the processing, and advances the process to the control operation in the main routine in step S10.

In the following step S10, CPU 106 checks whether or not there is any adjoining group. Specifically, CPU 106 checks the return value. If the return value equals zero, CPU 106 determines that there is no adjoining group, and advances the process to step S14. If the return value does not equal zero, CPU 106 determines that there is at least one adjoining group, and advances the process to step S11.

In step S11, CPU 106 calculates the sum of the awards. Specifically, CPU 106 adds the award, which is a return value of the adjoining symbol sequence processing, to the award variable. Subsequently, CPU 106 advances the process to step S12.

In the following step S12, CPU 106 performs symbol data downward-moving processing. Specifically, CPU 106 calls a routine for symbol data downward-moving processing, and advances the control operation to step S200.

In the following step S200, CPU 106 clears the display of the symbol data displayed in the cells where the adjoining groups have formed. Specifically, CPU 106 acquires the cell position information, which indicates the cell positions where the adjoining groups have formed, from the adjoining symbol sequence list. Then, CPU 106 displays blank data for the cells thus acquired, thereby clearing the display of the symbol data. Subsequently, CPU 106 advances the process to step S201.

In the following step S201, CPU 106 moves symbol data downward into each cell where symbol data is not being displayed. Specifically, CPU 106 acquires, from the adjoining symbol sequence list, the cell position information that indicates a cell where symbol data is not being displayed. Subsequently, CPU 106 acquires a first symbol data whose row number is smaller than that of the current cell, from the rearrangement table. Then, CPU 106 sequentially moves the subsequent symbol data downward in the same column. Subsequently, CPU 106 advances the process to step S202.

In the following step S202, CPU 106 determines whether or not symbol data has been displayed in all of the cells. Specifically, CPU 106 acquires the cell position information for the next cell, which is stored in the adjoining symbol sequence list. If there is cell position information for the next cell in the adjoining symbol sequence list, CPU 106 advances the process to step S201. On the other hand, if there is no cell position information for the next cell, CPU 106 determines that symbol data has been displayed in all of the cells, and terminates the process. Subsequently, CPU 106 returns the process to step S9 in the main routine.

In the following step S14, CPU 106 performs scatter determination processing. Specifically, CPU 106 searches the rearrangement table for a scatter symbol. If there is at least one scatter symbol, CPU 106 calculates an award based upon the number of scatter symbols, and adds the award thus calculated to the award variable. Subsequently, CPU 106 advances the process to step S15.

In the following step S15, CPU 106 provides an award to the player. Specifically, CPU 106 provides an award to the player based upon the points represented by the award variable. Subsequently, CPU 106 ends the process.

The present embodiment provides the following advantages.

The slot machine 10 according to the embodiment of the present invention displays the symbol data 304, determined as described above, in the respective cells of the matrix of multiple cells 303, which constitute the screen 301 of the display 30. The symbol data 304 is thus rearranged. The slot machine 10 awards a predetermined award to the player based upon the symbol data rearrangement results. Specifically, when there are consecutive adjoining cells in which symbol data of the same attribute is displayed, the symbol data group thus formed is here referred to as an “adjoining group”. CPU 106 awards the award to the player based upon the number of the symbol data 304 that forms each adjoining group 306 and the attribute thereof. That is to say, the slot machine 10 according to the present invention awards an award to a player based upon the adjoining group, which distinguishes the slot machine 10 from conventional slot machines employing linear wining lines (pay lines). Such an arrangement can offer a new slot machine that provides a novel sense of expectation that cannot be provided by conventional slot machines.

A description has been provided regarding an arrangement in which the controller sets the active pay area. Alternatively, the controller may set the active pay area in response to an instruction from the player.

Since such an arrangement allows the player to take part in setting the active pay area, the intention of the player is reflected in the game. In this way, the slot machine can allow the player to feel more excited about the game.

It should be noted that the liquid crystal display may be a transparent liquid crystal panel as shown in FIG. 11.

The transparent liquid crystal panel shown in FIG. 11 includes: a front panel 31 having a touch panel 32 and a display plate 33; a transparent liquid crystal panel 34; a light-introducing plate 35; a reflecting film 36; fluorescent lamps 37a and 37b, which serve as a so-called white light source; and a Table Carrier Package (TCP) mounting ICs for driving the transparent liquid crystal panel. It should be noted that TCP includes a flexible substrate (not shown) connected to the terminal portion of the transparent liquid crystal panel 34, which is not shown in particular.

Furthermore, the present invention may be applied to a slot machine employing conventional mechanical reels.

The present invention is not restricted by the above-described embodiments. Rather, various kinds of changes and modifications may be made without departing from the technical scope disclosed in the claims appended to this specification. 

1. A slot machine comprising: a display that displays an image of a game; a memory that stores symbol data on attributes indicating a plurality of types of symbols; and a controller configured with a process including: starting the game, and randomly selecting data to be displayed from the symbol data; controlling the selected data to be displayed in a plurality of cells of the display arranged in matrix; recognizing cells adjacent to one another that have a same attribute as an adjoining group; and providing a predetermined award to a player in accordance with the attribute and a number of the cells belonging to the adjoining group.
 2. A slot machine according to claim 1, wherein the controller is further configured with a process including: setting an active pay area in the display; and providing the predetermined award for the adjoining group within the active pay area.
 3. A slot machine according to claim 2, wherein when the controller recognizes a plurality of adjoining groups, the controller calculates an award for each adjoining group, and provides the resulting sum to the player.
 4. A slot machine according to claim 3, wherein when a single adjoining group fills the active pay area, the controller provides an extra award to the player.
 5. A slot machine comprising: a display that displays an image of a game; a memory that stores symbol data on attributes indicating a plurality of types of symbols; and a controller configured with a process including: starting the game, setting an active pay area in the display, and randomly selecting data to be displayed from the symbol data; controlling the selected data to be displayed in a plurality of cells of the active pay area arranged in matrix; recognizing cells adjacent to one another that have a same attribute as an adjoining group; and providing a predetermined award to a player in accordance with the attribute and a number of the cells belonging to the adjoining group.
 6. A slot machine comprising: a display that displays an image of a game; a memory that stores symbol data on attributes indicating a plurality of types of symbols; and a controller configured with a process including: starting the game, setting an active pay area in the display, and randomly selecting data to be displayed from the symbol data; controlling the selected data to be displayed in a plurality of cells of the active pay area arranged in matrix; recognizing cells adjacent to one another that have a same attribute as an adjoining group; and providing a predetermined award to a player in accordance with the attribute and a number of the cells belonging to the adjoining group, wherein when the controller recognizes a plurality of adjoining groups, the controller calculates an award for each adjoining group, and provides the resulting sum to the player.
 7. A slot machine comprising: a display that displays an image of a game; a memory that stores symbol data on attributes indicating a plurality of types of symbols; and a controller configured with a process including: starting the game, setting an active pay area in the display, and randomly selecting data to be displayed from the symbol data; controlling the selected data to be displayed in a plurality of cells of the active pay area arranged in matrix; recognizing cells adjacent to one another that have a same attribute as an adjoining group; and providing a predetermined award to a player in accordance with the attribute and a number of the cells belonging to the adjoining group, wherein when the controller recognizes a plurality of adjoining groups, the controller calculates an award for each adjoining group and provides the resulting sum to the player, and when a single adjoining group fills the active pay area, the controller provides an extra award to the player.
 8. A method of controlling a game comprising the steps of: (a) storing symbol data on attributes indicating a plurality of types of symbols; and (b) starting the game, and randomly selecting data to be displayed from the symbol data; (c) controlling the selected data to be displayed in a plurality of cells of a display arranged in matrix; (d) recognizing cells adjacent to one another that have a same attribute as an adjoining group; and (e) providing a predetermined award to a player in accordance with the attribute and a number of the cells belonging to the adjoining group.
 9. A method according to claim 8 further comprising the step of (f) setting an active pay area in the display, wherein when the adjoining group lies within the active pay area, the step (e) is performed.
 10. A method according to claim 9, wherein when a plurality of adjoining groups is recognized in the step (d), an award is calculated for each adjoining group and the resulting sum is provided to the player in the step (e).
 11. A method according to claim 10, wherein when a single adjoining group fills the active pay area, an extra award is provided to the player.
 12. A method of controlling a game comprising the steps of: (a) storing symbol data on attributes indicating a plurality of types of symbols; (b) starting the game, setting an active pay area in a display, and randomly selecting data to be displayed from the symbol data; (c) controlling the selected data to be displayed in a plurality of cells of the active pay area arranged in matrix; (d) recognizing cells adjacent to one another that have a same attribute as an adjoining group; and (d) providing a predetermined award to a player in accordance with the attribute and a number of the cells belonging to the adjoining group.
 13. A method of controlling a game comprising the steps of: (a) storing symbol data on attributes indicating a plurality of types of symbols; (b) starting the game, setting an active pay area in a display, and randomly selecting data to be displayed from the symbol data; (c) controlling the selected data to be displayed in a plurality of cells of the active pay area arranged in matrix; (d) recognizing cells adjacent to one another that have a same attribute as an adjoining group; and (e) providing a predetermined award to a player in accordance with the attribute and a number of the cells belonging to the adjoining group, wherein when a plurality of adjoining groups is recognized in the step (d), an award is calculated for each adjoining group and the resulting sum is provided to the player in the step (e).
 14. A method of controlling a game comprising the steps of: (a) storing symbol data on attributes indicating a plurality of types of symbols; (b) starting the game, setting an active pay area in a display, and randomly selecting data to be displayed from the symbol data; (c) controlling the selected data to be displayed in a plurality of cells of the active pay area arranged in matrix; (d) recognizing cells adjacent to one another that have a same attribute as an adjoining group; and (e) providing a predetermined award to a player in accordance with the attribute and a number of the cells belonging to the adjoining group, wherein when a plurality of adjoining groups is recognized in the step (d), an award is calculated for each adjoining group and the resulting sum is provided to the player in the step (e), and when a single adjoining group fills the active pay area, the controller provides an extra award to the player in the step (e). 